本文整理汇总了C++中BattleGround::AddPlayerToResurrectQueue方法的典型用法代码示例。如果您正苦于以下问题:C++ BattleGround::AddPlayerToResurrectQueue方法的具体用法?C++ BattleGround::AddPlayerToResurrectQueue怎么用?C++ BattleGround::AddPlayerToResurrectQueue使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类BattleGround
的用法示例。
在下文中一共展示了BattleGround::AddPlayerToResurrectQueue方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: HandleAreaSpiritHealerQueueOpcode
void WorldSession::HandleAreaSpiritHealerQueueOpcode(WorldPacket & recv_data)
{
sLog.outDebug("WORLD: CMSG_AREA_SPIRIT_HEALER_QUEUE");
BattleGround *bg = _player->GetBattleGround();
uint64 guid;
recv_data >> guid;
Creature *unit = GetPlayer()->GetMap()->GetCreature(guid);
if (!unit)
return;
if (!unit->isSpiritService()) // it's not spirit service
return;
if (bg)
{
bg->AddPlayerToResurrectQueue(guid, _player->GetGUID());
}
else
{ // Wintergrasp Hack till 3.2 and it's implemented as BG
if (GetPlayer()->GetZoneId() == 4197)
{
OutdoorPvPWG *pvpWG = (OutdoorPvPWG*)sOutdoorPvPMgr.GetOutdoorPvPToZoneId(4197);
if (pvpWG && pvpWG->isWarTime())
pvpWG->AddPlayerToResurrectQueue(guid, _player->GetGUID());
}
}
}
示例2: HandleGossipHelloOpcode
void WorldSession::HandleGossipHelloOpcode( WorldPacket & recv_data )
{
sLog.outDebug( "WORLD: Received CMSG_GOSSIP_HELLO" );
uint64 guid;
recv_data >> guid;
Creature *unit = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_NONE);
if (!unit)
{
sLog.outDebug( "WORLD: HandleGossipHelloOpcode - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(guid)) );
return;
}
// remove fake death
if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
// Playerbot mod
if(unit->isBotGiver())
{
GetPlayer()->TalkedToCreature(unit->GetEntry(),unit->GetGUID());
unit->prepareGossipMenu(GetPlayer(),GOSSIP_OPTION_BOT);
unit->sendPreparedGossip(GetPlayer());
unit->StopMoving();
}
else if( unit->isArmorer() || unit->isCivilian() || unit->isQuestGiver() || unit->isServiceProvider())
{
unit->StopMoving();
}
// If spiritguide, no need for gossip menu, just put player into resurrect queue
if (unit->isSpiritGuide())
{
BattleGround *bg = _player->GetBattleGround();
if(bg)
{
bg->AddPlayerToResurrectQueue(unit->GetGUID(), _player->GetGUID());
sBattleGroundMgr.SendAreaSpiritHealerQueryOpcode(_player, bg, unit->GetGUID());
return;
}
}
if(!Script->GossipHello( _player, unit ))
{
_player->TalkedToCreature(unit->GetEntry(),unit->GetGUID());
unit->prepareGossipMenu(_player);
unit->sendPreparedGossip(_player);
}
}
示例3: HandleAreaSpiritHealerQueueOpcode
void WorldSession::HandleAreaSpiritHealerQueueOpcode( WorldPacket & recv_data )
{
sLog.outDebug("WORLD: CMSG_AREA_SPIRIT_HEALER_QUEUE");
CHECK_PACKET_SIZE(recv_data, 8);
if(!_player->InBattleGround())
return;
BattleGround *bg = _player->GetBattleGround();
if(!bg)
return;
uint64 guid;
recv_data >> guid;
bg->AddPlayerToResurrectQueue(guid, _player->GetGUID());
}
示例4: HandleAreaSpiritHealerQueueOpcode
void WorldSession::HandleAreaSpiritHealerQueueOpcode( WorldPacket & recv_data )
{
sLog.outDebug("WORLD: CMSG_AREA_SPIRIT_HEALER_QUEUE");
CHECK_PACKET_SIZE(recv_data, 8);
BattleGround *bg = _player->GetBattleGround();
if(!bg)
return;
uint64 guid;
recv_data >> guid;
Creature *unit = ObjectAccessor::GetCreature(*_player, guid);
if(!unit)
return;
if(!unit->isSpiritService()) // it's not spirit service
return;
bg->AddPlayerToResurrectQueue(guid, _player->GetGUID());
}